Summary: Alfheimr is thought to be the birthplace of all life. Set within a ring of mountains called the Cradled Mountains their kingdom resides in the center of them amidst a lush clearing where the Great Irminash Tree is. From this tree flows a spring of water that gives life to all that resides at the center of the Cradled Mountains.

There isn’t a time that is known where the Alfar have not lived within the Cradled Mountains watching over the Great Irminash Tree. They have built their entire city around it; above it and below it. The Ljosalfar(Juice-­owl-­var) (Light Elf) live on the surface protecting from above wielding their magic and learning all they can from the world by traveling out in it. The Dokkalfar(Doo­-kal-­var) (Dark Elf) are Alfheimr’s great knights who train in the high altitude of the mountains and live in deep depths beneath the Great Irminash Tree. No one knows why when Alfar bare children they always bare twins. One a Ljosalfar born to the sun and the other Dokkalfar born to the moon. Being born to the sun usually means the child will be more emotionally driven gifted for restorative magic while being born of the moon usually means the child is more logical and gifted in physical fortitude and magical illusion. It is not unheard of for a child born either of the sun or moon to go against this however it is a rare occurrence. Those born of the Sun learn the ways of magical healing and learn all that they can from the Alfheimr’s Great Library. Those born of the Moon learn much in the same way those of the sun do with the exception of being trained as Silt Knights. This duality exists throughout their entire society through few of the outside world understand it.

Cultural Dress:

Ljosalfar(Juice­owl­var) (Light Elf) dress in white flowy roads much like the mages of Valsan. Though some dress more earthen toned like the Fae of the Eternalwoad. Still their dress is always well kept and simple with ornate elven embroideries. They paint a delicate sun or a simple yellow or golden mark on the center of their forehead sometimes even wearing a jewel that looks like the sun.

Dokkalfar(Doo­kal­var)(Dark Elf) dress very plainly almost in a gothic style clothing simple yet utilitarian. They dress in whites blacks and greys. Their armor is usually always black or dull with a tree symbols usually on some part of it with a moon visible through its branches. They paint simple crescent shapes on their faces to symbolize the moon or even a crescent jewel on their forehead.

Form of Government:
Triumvirate Republic of the three Källa (Shay-la)Elected from the separate councils of the Delphi and Ruck
Who runs the kingdom:
Male Moon Elf named Vhoadan Silt
Female Sun Elf Named Freja Oran
Petitioner of Fate
Economic Status:
Wealthy
Main Resource:
Enchanting, Diplomacy, Divine Etching
Religion:
Alfar worship Vim and the idea of Fate and Destiny
Sun Alfar Revere Solace as they honor nature and Fleet for Beauty
Moon Alfar Revere Finis
Geographical Zone
Western Beðr Mountains
Race(s) that established this kingdom:
The Three Alfar Norn Källa (Shay-la)
Races that live in the kingdom:
Other races that are allowed to live in Alfheimr must have special papers from their homeland signifying their reason for being there. Accepted reasons are the pursuit of knowledge. Accepted patrons are given housing just inside the Circlet of Ice with the Ruck in a beautiful town set aside for visitors. It is set apart from the rest of Alfheimr and one of the most recently built architectural sites. It is laid out much like the continent itself consisting of architecture matching all the kingdoms and their cultures. At the center is a courtyard symbolizing Alfheimr. At its epicenter is a tree symbolizing The Great Irminash Tree set in a well called the Wellspring of Urd. As long as they stay there they are treated as honored guests.
Reason for sending Colonists:
To Aid the other kingdoms and to establish good relations with them while restoring what they believe is the natural state and order of the world. Through the vibrations of the Great Irminash Tree they have come to believe a group of Alfar are lost in the new world.
Political Allies:
The Kingdom of Draioch (Dray-Ock)
White Cloud Republic
Grand Caravan of Bhutaar
Empire of Yomi
Pheia
New and Old Azarak
Magocracy of Valsan
The Shire of Barleybuck
The Eternalwoad
Sultanate of Sahir
Harshorne
Il Peraonde
Barrleybuck
Harshorne
Boreal-Lurin Bazaar
Uneasy Alliances:
Zenith
The Iron Empire of Durgheim
The Therian Tribes
History:
Alfheimr is set within a ring of mountains known as the Beðr(cradled) Mountain. Within the mountain region resides the Great Irminash Tree which is thought to be the birthplace of all life . The tree and the knowledge that literally grows and resonates from it like music is studied and protected by the Alfar. The order known as the Delphic record and keep the knowledge of the tree while a separate order known as The Ruck protect the tree on the outer rim of the kingdom known as the Circlet of Ice.
This kingdom is home to an Alfar race characterized by the duality of the Sun and Moon as indicated by birthmarks on their forehead.
The lost city of Myrkheimr (Dark Lands)
Among the oldest texts stored within the Delphic library, is the story of the city of Myrkheimr.
It is believed the city was destroyed in a great battle during the time of the Great War of Men. The Alfar known as the Svartálfar and the people who lived therein, fled to Alfheimr.
The Delphic
The Delphic conscript live within the Irminash Tree itself and gain what knowledge they can by communing with the tree. Some believe the tree holds a direct line to Solace but none allowed to commune with the tree ever leave Alfheimr itself. Believe music is everywhere.
The Ruck
The Ruck consider themselves the direct hand of Fate. Every child conscripted to serve in the Ruck is trained in the high altitude of the Circlet of Ice. The cold has made their skin tough and able to take quite a lot of punishment while their training in the high altitude has made them some of the most voracious fighters; able to fight for days without tiring.
Vara Ren – The Myrk (The Markless)
Alfar who worship Fate and honor the stories of Myrkheimr and the Svartálfar Hamrammr Seiðr join Vera Ren. They are an ostracized group within Alfheimr because they cover their birthmarks. The Vara Ren chose from the best of the best in the Ruck. Initiates rub black ash over their marks to symbolize being Markless while a more radical sect have removed their mark completely through removing their mark and tattooing a thick black line across their eyes as well.